Represents an RGB color with 8-bit precision per channel.
Exemple #1
0
 // try parse hex color
 internal static bool TryParseHexColor(string Expression, out World.ColorRGB Color)
 {
     if (Expression.StartsWith("#"))
     {
         string a = Expression.Substring(1).TrimStart();
         int    x; if (int.TryParse(a, System.Globalization.NumberStyles.HexNumber, System.Globalization.CultureInfo.InvariantCulture, out x))
         {
             int r = (x >> 16) & 0xFF;
             int g = (x >> 8) & 0xFF;
             int b = x & 0xFF;
             if (r >= 0 & r <= 255 & g >= 0 & g <= 255 & b >= 0 & b <= 255)
             {
                 Color = new World.ColorRGB((byte)r, (byte)g, (byte)b);
                 return(true);
             }
             else
             {
                 Color = new World.ColorRGB(0, 0, 255);
                 return(false);
             }
         }
         else
         {
             Color = new World.ColorRGB(0, 0, 255);
             return(false);
         }
     }
     else
     {
         Color = new World.ColorRGB(0, 0, 255);
         return(false);
     }
 }
Exemple #2
0
 internal Fog(float Start, float End, World.ColorRGB Color, double TrackPosition)
 {
     this.Start         = Start;
     this.End           = End;
     this.Color         = Color;
     this.TrackPosition = TrackPosition;
 }
Exemple #3
0
 internal Material(Material Prototype)
 {
     this.Color                = Prototype.Color;
     this.EmissiveColor        = Prototype.EmissiveColor;
     this.EmissiveColorUsed    = Prototype.EmissiveColorUsed;
     this.TransparentColor     = Prototype.TransparentColor;
     this.TransparentColorUsed = Prototype.TransparentColorUsed;
     this.DaytimeTexture       = Prototype.DaytimeTexture;
     this.NighttimeTexture     = Prototype.NighttimeTexture;
     this.BlendMode            = Prototype.BlendMode;
     this.GlowAttenuationData  = Prototype.GlowAttenuationData;
 }
Exemple #4
0
 internal Material()
 {
     this.Color = new World.ColorRGBA(255, 255, 255, 255);
     this.EmissiveColor = new World.ColorRGB(0, 0, 0);
     this.EmissiveColorUsed = false;
     this.TransparentColor = new World.ColorRGB(0, 0, 0);
     this.TransparentColorUsed = false;
     this.DaytimeTexture = null;
     this.NighttimeTexture = null;
     this.BlendMode = World.MeshMaterialBlendMode.Normal;
     this.GlowAttenuationData = 0;
 }
Exemple #5
0
 internal Material()
 {
     this.Color                = new World.ColorRGBA(255, 255, 255, 255);
     this.EmissiveColor        = new World.ColorRGB(0, 0, 0);
     this.EmissiveColorUsed    = false;
     this.TransparentColor     = new World.ColorRGB(0, 0, 0);
     this.TransparentColorUsed = false;
     this.DaytimeTexture       = null;
     this.NighttimeTexture     = null;
     this.BlendMode            = World.MeshMaterialBlendMode.Normal;
     this.GlowAttenuationData  = 0;
 }
Exemple #6
0
 internal Material(Material Prototype)
 {
     this.Color = Prototype.Color;
     this.EmissiveColor = Prototype.EmissiveColor;
     this.EmissiveColorUsed = Prototype.EmissiveColorUsed;
     this.TransparentColor = Prototype.TransparentColor;
     this.TransparentColorUsed = Prototype.TransparentColorUsed;
     this.DaytimeTexture = Prototype.DaytimeTexture;
     this.NighttimeTexture = Prototype.NighttimeTexture;
     this.BlendMode = Prototype.BlendMode;
     this.GlowAttenuationData = Prototype.GlowAttenuationData;
 }
Exemple #7
0
        internal static int RegisterTexture(string FileName, World.ColorRGB TransparentColor, byte TransparentColorUsed, TextureLoadMode LoadMode, TextureWrapMode WrapModeX, TextureWrapMode WrapModeY, bool DontAllowUnload, int ClipLeft, int ClipTop, int ClipWidth, int ClipHeight)
        {
            int i = FindTexture(FileName, TransparentColor, TransparentColorUsed, LoadMode, WrapModeX, WrapModeY, ClipLeft, ClipTop, ClipWidth, ClipHeight);

            if (i >= 0)
            {
                return(i);
            }
            else
            {
                i                                = GetFreeTexture();
                Textures[i]                      = new Texture();
                Textures[i].Queried              = false;
                Textures[i].Loaded               = false;
                Textures[i].FileName             = FileName;
                Textures[i].TransparentColor     = TransparentColor;
                Textures[i].TransparentColorUsed = TransparentColorUsed;
                Textures[i].LoadMode             = LoadMode;
                Textures[i].WrapModeX            = WrapModeX;
                Textures[i].WrapModeY            = WrapModeY;
                Textures[i].ClipLeft             = ClipLeft;
                Textures[i].ClipTop              = ClipTop;
                Textures[i].ClipWidth            = ClipWidth;
                Textures[i].ClipHeight           = ClipHeight;
                Textures[i].DontAllowUnload      = DontAllowUnload;
                Textures[i].LoadImmediately      = false;
                Textures[i].OpenGlTextureIndex   = 0;
                bool alpha = false;
                switch (System.IO.Path.GetExtension(Textures[i].FileName).ToLowerInvariant())
                {
                case ".gif":
                case ".png":
                    alpha = true;
                    Textures[i].LoadImmediately = true;
                    break;
                }
                if (alpha)
                {
                    Textures[i].Transparency = TextureTransparencyMode.Alpha;
                }
                else if (TransparentColorUsed != 0)
                {
                    Textures[i].Transparency = TextureTransparencyMode.TransparentColor;
                }
                else
                {
                    Textures[i].Transparency = TextureTransparencyMode.None;
                }
                Textures[i].IsRGBA = Textures[i].Transparency != TextureTransparencyMode.None | LoadMode != TextureLoadMode.Normal;
                return(i);
            }
        }
			internal Material() {
				this.Color = new World.ColorRGBA(255, 255, 255, 255);
				this.EmissiveColor = new World.ColorRGB(0, 0, 0);
				this.EmissiveColorUsed = false;
				this.TransparentColor = new World.ColorRGB(0, 0, 0);
				this.TransparentColorUsed = false;
				this.DaytimeTexture = null;
				this.NighttimeTexture = null;
				this.BlendMode = World.MeshMaterialBlendMode.Normal;
				this.GlowAttenuationData = 0;
				this.TextColor = System.Drawing.Color.Black;
				this.BackgroundColor = System.Drawing.Color.White;
				this.TextPadding = new Vector2(0, 0);
				this.Font = "Arial";
			}
Exemple #9
0
        internal static int RegisterTexture(Bitmap Bitmap, World.ColorRGB TransparentColor)
        {
            int i = GetFreeTexture();

            int[] a = new int[1];
            GL.GenTextures(1, a);
            Textures[i]                      = new Texture();
            Textures[i].Queried              = false;
            Textures[i].OpenGlTextureIndex   = a[0];
            Textures[i].Transparency         = TextureTransparencyMode.TransparentColor;
            Textures[i].TransparentColor     = TransparentColor;
            Textures[i].TransparentColorUsed = 1;
            Textures[i].FileName             = null;
            Textures[i].Loaded               = true;
            Textures[i].DontAllowUnload      = true;
            LoadTextureRGBAforData(Bitmap, Textures[i].TransparentColor, Textures[i].TransparentColorUsed, i);
            LoadTextureRGBAforOpenGl(i);
            return(i);
        }
        internal static int RegisterTexture(Bitmap Bitmap, World.ColorRGB TransparentColor)
        {
            int i = GetFreeTexture();

            int[] a = new int[1];
            GL.GenTextures(1, a);
            Textures[i] = new Texture
            {
                Queried              = false,
                OpenGlTextureIndex   = a[0],
                Transparency         = TextureTransparencyMode.TransparentColor,
                TransparentColor     = TransparentColor,
                TransparentColorUsed = 1,
                FileName             = null,
                Loaded          = true,
                Width           = Bitmap.Width,
                Height          = Bitmap.Height,
                DontAllowUnload = true
            };
            LoadTextureRGBAforData(Bitmap, Textures[i].TransparentColor, Textures[i].TransparentColorUsed, i);
            LoadTextureRGBAforOpenGl(i);
            return(i);
        }
 // find texture
 private static int FindTexture(string FileName, World.ColorRGB TransparentColor, byte TransparentColorUsed, TextureLoadMode LoadMode, TextureWrapMode WrapModeX, TextureWrapMode WrapModeY, int ClipLeft, int ClipTop, int ClipWidth, int ClipHeight)
 {
     for (int i = 1; i < Textures.Length; i++)
     {
         if (Textures[i] != null && Textures[i].FileName != null)
         {
             if (string.Compare(Textures[i].FileName, FileName, StringComparison.OrdinalIgnoreCase) == 0)
             {
                 if (Textures[i].LoadMode == LoadMode & Textures[i].WrapModeX == WrapModeX & Textures[i].WrapModeY == WrapModeY)
                 {
                     if (Textures[i].ClipLeft == ClipLeft & Textures[i].ClipTop == ClipTop & Textures[i].ClipWidth == ClipWidth & Textures[i].ClipHeight == ClipHeight)
                     {
                         if (TransparentColorUsed == 0)
                         {
                             if (Textures[i].TransparentColorUsed == 0)
                             {
                                 return(i);
                             }
                         }
                         else
                         {
                             if (Textures[i].TransparentColorUsed != 0)
                             {
                                 if (Textures[i].TransparentColor.R == TransparentColor.R & Textures[i].TransparentColor.G == TransparentColor.G & Textures[i].TransparentColor.B == TransparentColor.B)
                                 {
                                     return(i);
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
     return(-1);
 }
 internal static int RegisterTexture(string FileName, World.ColorRGB TransparentColor, byte TransparentColorUsed, TextureWrapMode WrapModeX, TextureWrapMode WrapModeY, bool DontAllowUnload)
 {
     return(RegisterTexture(FileName, TransparentColor, TransparentColorUsed, TextureLoadMode.Normal, WrapModeX, WrapModeY, DontAllowUnload, 0, 0, 0, 0));
 }
Exemple #13
0
		// try parse hex color
		internal static bool TryParseHexColor(string Expression, out World.ColorRGB Color) {
			if (Expression.StartsWith("#")) {
				string a = Expression.Substring(1).TrimStart();
				int x; if (int.TryParse(a, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out x)) {
					int r = (x >> 16) & 0xFF;
					int g = (x >> 8) & 0xFF;
					int b = x & 0xFF;
					if (r >= 0 & r <= 255 & g >= 0 & g <= 255 & b >= 0 & b <= 255) {
						Color = new World.ColorRGB((byte)r, (byte)g, (byte)b);
						return true;
					} else {
						Color = new World.ColorRGB(0, 0, 255);
						return false;
					}
				} else {
					Color = new World.ColorRGB(0, 0, 255);
					return false;
				}
			} else {
				Color = new World.ColorRGB(0, 0, 255);
				return false;
			}
		}
Exemple #14
0
 // reset
 internal static void Reset()
 {
     LoadTexturesImmediately = LoadTextureImmediatelyMode.NotYet;
     ObjectList = new Object[256];
     ObjectListCount = 0;
     OpaqueList = new ObjectFace[256];
     OpaqueListCount = 0;
     TransparentColorList = new ObjectFace[256];
     TransparentColorListDistance = new double[256];
     TransparentColorListCount = 0;
     AlphaList = new ObjectFace[256];
     AlphaListDistance = new double[256];
     AlphaListCount = 0;
     OverlayList = new ObjectFace[256];
     OverlayListDistance = new double[256];
     OverlayListCount = 0;
     OptionLighting = true;
     OptionAmbientColor = new World.ColorRGB(160, 160, 160);
     OptionDiffuseColor = new World.ColorRGB(160, 160, 160);
     OptionLightPosition = new World.Vector3Df(0.215920077052065f, 0.875724044222352f, -0.431840154104129f);
     OptionLightingResultingAmount = 1.0f;
     GL.Disable(EnableCap.Fog); FogEnabled = false;
 }
 // load texture rgba
 private static void LoadTextureRGBAforData(Bitmap Bitmap, World.ColorRGB TransparentColor, byte TransparentColorUsed, int TextureIndex)
 {
     try
     {
         // load bytes
         int Width, Height, Stride; byte[] Data;
         {
             if (Textures[TextureIndex].ClipWidth == 0)
             {
                 Textures[TextureIndex].ClipWidth = Bitmap.Width;
             }
             if (Textures[TextureIndex].ClipHeight == 0)
             {
                 Textures[TextureIndex].ClipHeight = Bitmap.Height;
             }
             Width  = Textures[TextureIndex].ClipWidth;
             Height = Textures[TextureIndex].ClipHeight;
             Bitmap    c   = new Bitmap(Width, Height, GDIPixelFormat.Format32bppArgb);
             Graphics  g   = Graphics.FromImage(c);
             Rectangle dst = new Rectangle(0, 0, Width, Height);
             Rectangle src = new Rectangle(Textures[TextureIndex].ClipLeft, Textures[TextureIndex].ClipTop, Textures[TextureIndex].ClipWidth, Textures[TextureIndex].ClipHeight);
             g.DrawImage(Bitmap, dst, src, GraphicsUnit.Pixel);
             g.Dispose();
             BitmapData d = c.LockBits(new Rectangle(0, 0, Width, Height), ImageLockMode.ReadOnly, c.PixelFormat);
             Stride = d.Stride;
             Data   = new byte[Stride * Height];
             System.Runtime.InteropServices.Marshal.Copy(d.Scan0, Data, 0, Stride * Height);
             c.UnlockBits(d);
             c.Dispose();
         }
         // load mode
         if (Textures[TextureIndex].LoadMode == TextureLoadMode.Bve4SignalGlow)
         {
             // bve 4 signal glow
             int  p = 0, pn = Stride - 4 * Width;
             byte tr, tg, tb;
             if (TransparentColorUsed != 0)
             {
                 tr = TransparentColor.R;
                 tg = TransparentColor.G;
                 tb = TransparentColor.B;
             }
             else
             {
                 tr = 0; tg = 0; tb = 0;
             }
             // invert lightness
             byte[] Temp = new byte[Stride * Height];
             for (int y = 0; y < Height; y++)
             {
                 for (int x = 0; x < Width; x++)
                 {
                     if (Data[p] == tb & Data[p + 1] == tg & Data[p + 2] == tr)
                     {
                         Temp[p]     = 0;
                         Temp[p + 1] = 0;
                         Temp[p + 2] = 0;
                     }
                     else if (Data[p] != 255 | Data[p + 1] != 255 | Data[p + 2] != 255)
                     {
                         int b = Data[p], g = Data[p + 1], r = Data[p + 2];
                         InvertLightness(ref r, ref g, ref b);
                         int l = r >= g & r >= b ? r : g >= b ? g : b;
                         Temp[p]     = (byte)(l * b / 255);
                         Temp[p + 1] = (byte)(l * g / 255);
                         Temp[p + 2] = (byte)(l * r / 255);
                     }
                     else
                     {
                         Temp[p]     = Data[p];
                         Temp[p + 1] = Data[p + 1];
                         Temp[p + 2] = Data[p + 2];
                     }
                     p += 4;
                 }
                 p += pn;
             }
             p = 0;
             // blur the image and multiply by lightness
             int s = 4;
             int n = Stride - (2 * s + 1 << 2);
             for (int y = 0; y < Height; y++)
             {
                 for (int x = 0; x < Width; x++)
                 {
                     int q = p - s * (Stride + 4);
                     int r = 0, g = 0, b = 0, c = 0;
                     for (int yr = y - s; yr <= y + s; yr++)
                     {
                         if (yr >= 0 & yr < Height)
                         {
                             for (int xr = x - s; xr <= x + s; xr++)
                             {
                                 if (xr >= 0 & xr < Width)
                                 {
                                     b += (int)Temp[q];
                                     g += (int)Temp[q + 1];
                                     r += (int)Temp[q + 2];
                                     c++;
                                 }
                                 q += 4;
                             }
                             q += n;
                         }
                         else
                         {
                             q += Stride;
                         }
                     }
                     if (c == 0)
                     {
                         Data[p]     = 0;
                         Data[p + 1] = 0;
                         Data[p + 2] = 0;
                         Data[p + 3] = 255;
                     }
                     else
                     {
                         r /= c; g /= c; b /= c;
                         int l = r >= g & r >= b ? r : g >= b ? g : b;
                         Data[p]     = (byte)(l * b / 255);
                         Data[p + 1] = (byte)(l * g / 255);
                         Data[p + 2] = (byte)(l * r / 255);
                         Data[p + 3] = 255;
                     }
                     p += 4;
                 }
                 p += pn;
             }
             Textures[TextureIndex].Transparency    = TextureTransparencyMode.None;
             Textures[TextureIndex].DontAllowUnload = true;
         }
         else if (TransparentColorUsed != 0)
         {
             // transparent color
             int  p = 0, pn = Stride - 4 * Width;
             byte tr   = TransparentColor.R;
             byte tg   = TransparentColor.G;
             byte tb   = TransparentColor.B;
             bool used = false;
             // check if alpha is actually used
             int y;
             for (y = 0; y < Height; y++)
             {
                 int x; for (x = 0; x < Width; x++)
                 {
                     if (Data[p + 3] != 255)
                     {
                         break;
                     }
                     p += 4;
                 }
                 if (x < Width)
                 {
                     break;
                 }
                 p += pn;
             }
             if (y == Height)
             {
                 Textures[TextureIndex].Transparency = TextureTransparencyMode.TransparentColor;
             }
             // duplicate color data from adjacent pixels
             p = 0; pn = Stride - 4 * Width;
             for (y = 0; y < Height; y++)
             {
                 for (int x = 0; x < Width; x++)
                 {
                     if (Data[p] == tb & Data[p + 1] == tg & Data[p + 2] == tr)
                     {
                         used = true;
                         if (x == 0)
                         {
                             int q = p;
                             int v; for (v = y; v < Height; v++)
                             {
                                 int u; for (u = v == y ? x + 1 : 0; u < Width; u++)
                                 {
                                     if (Data[q] != tb | Data[q + 1] != tg | Data[q + 2] != tr)
                                     {
                                         Data[p]     = Data[q];
                                         Data[p + 1] = Data[q + 1];
                                         Data[p + 2] = Data[q + 2];
                                         Data[p + 3] = 0;
                                         break;
                                     }
                                     q += 4;
                                 }
                                 if (u < Width)
                                 {
                                     break;
                                 }
                                 else
                                 {
                                     q += pn;
                                 }
                             }
                             if (v == Height)
                             {
                                 if (y == 0)
                                 {
                                     Data[p]     = 128;
                                     Data[p + 1] = 128;
                                     Data[p + 2] = 128;
                                     Data[p + 3] = 0;
                                 }
                                 else
                                 {
                                     Data[p]     = Data[p - Stride];
                                     Data[p + 1] = Data[p - Stride + 1];
                                     Data[p + 2] = Data[p - Stride + 2];
                                     Data[p + 3] = 0;
                                 }
                             }
                         }
                         else
                         {
                             Data[p]     = Data[p - 4];
                             Data[p + 1] = Data[p - 3];
                             Data[p + 2] = Data[p - 2];
                             Data[p + 3] = 0;
                         }
                     }
                     p += 4;
                 }
                 p += pn;
             }
             // transparent color is not actually used
             if (!used & Textures[TextureIndex].Transparency == TextureTransparencyMode.TransparentColor)
             {
                 Textures[TextureIndex].Transparency = TextureTransparencyMode.None;
             }
         }
         else if (Textures[TextureIndex].Transparency == TextureTransparencyMode.Alpha)
         {
             // check if alpha is actually used
             int p = 0, pn = Stride - 4 * Width;
             int y; for (y = 0; y < Height; y++)
             {
                 int x; for (x = 0; x < Width; x++)
                 {
                     if (Data[p + 3] != 255)
                     {
                         break;
                     }
                     p += 4;
                 }
                 if (x < Width)
                 {
                     break;
                 }
                 p += pn;
             }
             if (y == Height)
             {
                 Textures[TextureIndex].Transparency = TextureTransparencyMode.None;
             }
         }
         // non-power of two
         int TargetWidth  = Interface.RoundToPowerOfTwo(Width);
         int TargetHeight = Interface.RoundToPowerOfTwo(Height);
         if (TargetWidth != Width | TargetHeight != Height)
         {
             Bitmap     b = new Bitmap(Width, Height, GDIPixelFormat.Format32bppArgb);
             BitmapData d = b.LockBits(new Rectangle(0, 0, Width, Height), ImageLockMode.WriteOnly, b.PixelFormat);
             System.Runtime.InteropServices.Marshal.Copy(Data, 0, d.Scan0, d.Stride * d.Height);
             b.UnlockBits(d);
             Bitmap   c = new Bitmap(TargetWidth, TargetHeight, GDIPixelFormat.Format32bppArgb);
             Graphics g = Graphics.FromImage(c);
             g.DrawImage(b, 0, 0, TargetWidth, TargetHeight);
             g.Dispose();
             b.Dispose();
             d      = c.LockBits(new Rectangle(0, 0, TargetWidth, TargetHeight), ImageLockMode.ReadOnly, c.PixelFormat);
             Stride = d.Stride;
             Data   = new byte[Stride * TargetHeight];
             System.Runtime.InteropServices.Marshal.Copy(d.Scan0, Data, 0, Stride * TargetHeight);
             c.UnlockBits(d);
             c.Dispose();
         }
         Textures[TextureIndex].Width  = TargetWidth;
         Textures[TextureIndex].Height = TargetHeight;
         Textures[TextureIndex].Data   = Data;
     }
     catch (Exception ex)
     {
         Interface.AddMessage(Interface.MessageType.Error, false, "Internal error in TextureManager.cs::LoadTextureRGBAForData: " + ex.Message);
         throw;
     }
 }
Exemple #16
0
			internal Fog(float Start, float End, World.ColorRGB Color, double TrackPosition) {
				this.Start = Start;
				this.End = End;
				this.Color = Color;
				this.TrackPosition = TrackPosition;
			}
Exemple #17
0
        // read object
        /// <summary>Loads a Loksim3D object from a file.</summary>
        /// <param name="FileName">The text file to load the animated object from. Must be an absolute file name.</param>
        /// <param name="Encoding">The encoding the file is saved in. If the file uses a byte order mark, the encoding indicated by the byte order mark is used and the Encoding parameter is ignored.</param>
        /// <param name="LoadMode">The texture load mode.</param>
        /// <param name="ForceTextureRepeatX">Whether to force TextureWrapMode.Repeat for the X-axis</param>
        /// /// <param name="ForceTextureRepeatY">Whether to force TextureWrapMode.Repeat for the Y-axis</param>
        /// <returns>The object loaded.</returns>
        internal static ObjectManager.StaticObject ReadObject(string FileName, System.Text.Encoding Encoding, ObjectManager.ObjectLoadMode LoadMode, bool ForceTextureRepeatX, bool ForceTextureRepeatY, double RotationX, double RotationY, double RotationZ)
        {
            XmlDocument currentXML = new XmlDocument();

            //May need to be changed to use de-DE
            System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture;
            //Initialise the object
            ObjectManager.StaticObject Object = new ObjectManager.StaticObject();
            Object.Mesh.Faces     = new World.MeshFace[] { };
            Object.Mesh.Materials = new World.MeshMaterial[] { };
            Object.Mesh.Vertices  = new World.Vertex[] { };
            MeshBuilder Builder = new MeshBuilder();

            World.Vector3Df[] Normals = new World.Vector3Df[4];
            bool PropertiesFound      = false;

            World.Vertex[]    tempVertices     = new World.Vertex[0];
            World.Vector3Df[] tempNormals      = new World.Vector3Df[0];
            World.ColorRGB    transparentColor = new World.ColorRGB();
            string            tday             = null;
            string            tnight           = null;
            bool TransparencyUsed = false;
            bool Face2            = false;
            int  TextureWidth     = 0;
            int  TextureHeight    = 0;

            if (File.Exists(FileName))
            {
                currentXML.Load(FileName);
            }
            else
            {
                return(null);
            }
            //Check for null
            if (currentXML.DocumentElement != null)
            {
                XmlNodeList DocumentNodes = currentXML.DocumentElement.SelectNodes("/OBJECT");
                //Check this file actually contains Loksim3D object nodes
                if (DocumentNodes != null)
                {
                    foreach (XmlNode outerNode in DocumentNodes)
                    {
                        if (outerNode.HasChildNodes)
                        {
                            foreach (XmlNode node in outerNode.ChildNodes)
                            {
                                //I think there should only be one properties node??
                                //Need better format documentation
                                if (node.Name == "Props" && PropertiesFound == false)
                                {
                                    if (node.Attributes != null)
                                    {
                                        //Our node has child nodes, therefore this properties node should be valid
                                        //Needs better validation
                                        PropertiesFound = true;
                                        foreach (XmlAttribute attribute in node.Attributes)
                                        {
                                            switch (attribute.Name)
                                            {
                                            //Sets the texture
                                            //Loksim3D objects only support daytime textures
                                            case "Texture":
                                                tday = OpenBveApi.Path.CombineFile(System.IO.Path.GetDirectoryName(FileName), attribute.Value);
                                                if (File.Exists(tday))
                                                {
                                                    try
                                                    {
                                                        using (Bitmap TextureInformation = new Bitmap(tday))
                                                        {
                                                            TextureWidth  = TextureInformation.Width;
                                                            TextureHeight = TextureInformation.Height;
                                                            Color color = TextureInformation.GetPixel(1, 1);
                                                            transparentColor = new World.ColorRGB((byte)color.R, (byte)color.G, (byte)color.B);
                                                        }
                                                    }
                                                    catch
                                                    {
                                                        Interface.AddMessage(Interface.MessageType.Error, true, "An error occured loading daytime texture " + tday + " in file " + FileName);
                                                        tday = null;
                                                    }
                                                }
                                                else
                                                {
                                                    Interface.AddMessage(Interface.MessageType.Error, true, "DaytimeTexture " + tday + " could not be found in file " + FileName);
                                                }
                                                break;

                                            //Defines whether the texture uses transparency
                                            //May be omitted
                                            case "Transparent":
                                                if (attribute.Value == "TRUE")
                                                {
                                                    TransparencyUsed = true;
                                                }
                                                else
                                                {
                                                    TransparencyUsed = false;
                                                }
                                                break;

                                            //Sets the transparency type
                                            case "TransparentTyp":
                                                switch (attribute.Value)
                                                {
                                                case "0":
                                                    //Transparency is disabled
                                                    TransparencyUsed = false;
                                                    break;

                                                case "1":
                                                    //Transparency is solid black
                                                    TransparencyUsed = true;
                                                    transparentColor = new World.ColorRGB(0, 0, 0);
                                                    break;

                                                case "2":
                                                    //Transparency is the color at Pixel 1,1
                                                    TransparencyUsed = true;
                                                    break;

                                                case "3":
                                                    //This is used when transparency is used with an alpha bitmap
                                                    //Not currently supported
                                                    TransparencyUsed = false;
                                                    break;
                                                }
                                                break;

                                            //Sets whether the rears of the faces are to be drawn
                                            case "Drawrueckseiten":
                                                Face2 = true;
                                                break;

                                                /*
                                                 * MISSING PROPERTIES:
                                                 * AutoRotate - Rotate with tracks?? LS3D presumably uses a 3D world system.
                                                 * Beleuchtet- Translates as illuminated. Presume something to do with lighting? - What emissive color?
                                                 * FileAuthor
                                                 * FileInfo
                                                 * FilePicture
                                                 */
                                            }
                                        }
                                    }
                                }
                                //The point command is eqivilant to a vertex
                                else if (node.Name == "Point" && node.HasChildNodes)
                                {
                                    foreach (XmlNode childNode in node.ChildNodes)
                                    {
                                        if (childNode.Name == "Props" && childNode.Attributes != null)
                                        {
                                            //Vertex
                                            double vx = 0.0, vy = 0.0, vz = 0.0;
                                            //Normals
                                            double nx = 0.0, ny = 0.0, nz = 0.0;
                                            foreach (XmlAttribute attribute in childNode.Attributes)
                                            {
                                                switch (attribute.Name)
                                                {
                                                //Sets the vertex normals
                                                case "Normal":
                                                    string[] NormalPoints = attribute.Value.Split(';');
                                                    double.TryParse(NormalPoints[0], out nx);
                                                    double.TryParse(NormalPoints[1], out ny);
                                                    double.TryParse(NormalPoints[2], out nz);
                                                    break;

                                                //Sets the vertex 3D co-ordinates
                                                case "Vekt":
                                                    string[] VertexPoints = attribute.Value.Split(';');
                                                    double.TryParse(VertexPoints[0], out vx);
                                                    double.TryParse(VertexPoints[1], out vy);
                                                    double.TryParse(VertexPoints[2], out vz);
                                                    break;
                                                }
                                            }
                                            World.Normalize(ref nx, ref ny, ref nz);

                                            {
                                                //Resize temp arrays
                                                Array.Resize <World.Vertex>(ref tempVertices, tempVertices.Length + 1);
                                                Array.Resize <World.Vector3Df>(ref tempNormals, tempNormals.Length + 1);
                                                //Add vertex and normals to temp array
                                                tempVertices[tempVertices.Length - 1].Coordinates = new World.Vector3D(vx, vy, vz);
                                                tempNormals[tempNormals.Length - 1] = new World.Vector3Df((float)nx, (float)ny, (float)nz);
                                            }

                                            Array.Resize <World.Vertex>(ref Builder.Vertices, Builder.Vertices.Length + 1);
                                            while (Builder.Vertices.Length >= Normals.Length)
                                            {
                                                Array.Resize <World.Vector3Df>(ref Normals, Normals.Length << 1);
                                            }
                                            Builder.Vertices[Builder.Vertices.Length - 1].Coordinates = new World.Vector3D(vx, vy, vz);
                                            Normals[Builder.Vertices.Length - 1] = new World.Vector3Df((float)nx, (float)ny, (float)nz);
                                        }
                                    }
                                }
                                //The Flaeche command creates a face
                                else if (node.Name == "Flaeche" && node.HasChildNodes)
                                {
                                    foreach (XmlNode childNode in node.ChildNodes)
                                    {
                                        if (childNode.Name == "Props" && childNode.Attributes != null)
                                        {
                                            //Defines the verticies in this face
                                            //**NOTE**: A vertex may appear in multiple faces with different texture co-ordinates
                                            if (childNode.Attributes["Points"] != null)
                                            {
                                                string[] Verticies = childNode.Attributes["Points"].Value.Split(';');
                                                int      f         = Builder.Faces.Length;
                                                //Add 1 to the length of the face array
                                                Array.Resize <World.MeshFace>(ref Builder.Faces, f + 1);
                                                Builder.Faces[f] = new World.MeshFace();
                                                //Create the vertex array for the face
                                                Builder.Faces[f].Vertices = new World.MeshFaceVertex[Verticies.Length];
                                                while (Builder.Vertices.Length > Normals.Length)
                                                {
                                                    Array.Resize <World.Vector3Df>(ref Normals,
                                                                                   Normals.Length << 1);
                                                }
                                                //Run through the vertices list and grab from the temp array
                                                for (int j = 0; j < Verticies.Length; j++)
                                                {
                                                    //This is the position of the vertex in the temp array
                                                    int currentVertex;
                                                    int.TryParse(Verticies[j], out currentVertex);
                                                    //Add one to the actual vertex array
                                                    Array.Resize <World.Vertex>(ref Builder.Vertices, Builder.Vertices.Length + 1);
                                                    //Set coordinates
                                                    Builder.Vertices[Builder.Vertices.Length - 1].Coordinates = tempVertices[currentVertex].Coordinates;
                                                    //Set the vertex index
                                                    Builder.Faces[f].Vertices[j].Index = (ushort)(Builder.Vertices.Length - 1);
                                                    //Set the normals
                                                    Builder.Faces[f].Vertices[j].Normal = tempNormals[currentVertex];
                                                    //Now deal with the texture
                                                    //Texture mapping points are in pixels X,Y and are relative to the face in question rather than the vertex
                                                    if (childNode.Attributes["Texture"] != null)
                                                    {
                                                        string[]        TextureCoords = childNode.Attributes["Texture"].Value.Split(';');
                                                        World.Vector2Df currentCoords;
                                                        float           OpenBVEWidth;
                                                        float           OpenBVEHeight;
                                                        string[]        splitCoords = TextureCoords[j].Split(',');
                                                        float.TryParse(splitCoords[0], out OpenBVEWidth);
                                                        float.TryParse(splitCoords[1], out OpenBVEHeight);
                                                        if (TextureWidth != 0 && TextureHeight != 0)
                                                        {
                                                            currentCoords.X = (OpenBVEWidth / TextureWidth);
                                                            currentCoords.Y = (OpenBVEHeight / TextureHeight);
                                                        }
                                                        else
                                                        {
                                                            currentCoords.X = 0;
                                                            currentCoords.Y = 0;
                                                        }
                                                        Builder.Vertices[Builder.Vertices.Length - 1].TextureCoordinates = currentCoords;
                                                    }
                                                    if (Face2)
                                                    {
                                                        Builder.Faces[f].Flags = (byte)World.MeshFace.Face2Mask;
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }

                //Apply rotation

                /*
                 * NOTES:
                 * No rotation order is specified
                 * The rotation string in a .l3dgrp file is ordered Y, X, Z    ??? Can't find a good reason for this ???
                 * Rotations must still be performed in X,Y,Z order to produce correct results
                 */

                if (RotationX != 0.0)
                {
                    //This is actually the Y-Axis rotation
                    //Convert to radians
                    RotationX *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 0, 1, 0, RotationX);
                }
                if (RotationY != 0.0)
                {
                    //This is actually the X-Axis rotation
                    //Convert to radians
                    RotationY *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 1, 0, 0, RotationY);
                }
                if (RotationZ != 0.0)
                {
                    //Convert to radians
                    RotationZ *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 0, 0, 1, RotationZ);
                }

                //These files appear to only have one texture defined
                //Therefore import later- May have to change
                if (File.Exists(tday))
                {
                    for (int j = 0; j < Builder.Materials.Length; j++)
                    {
                        Builder.Materials[j].DaytimeTexture   = tday;
                        Builder.Materials[j].NighttimeTexture = tnight;
                    }
                }
                if (TransparencyUsed == true)
                {
                    for (int j = 0; j < Builder.Materials.Length; j++)
                    {
                        Builder.Materials[j].TransparentColor     = transparentColor;
                        Builder.Materials[j].TransparentColorUsed = true;
                    }
                }
            }
            ApplyMeshBuilder(ref Object, Builder, LoadMode, ForceTextureRepeatX, ForceTextureRepeatY);
            World.CreateNormals(ref Object.Mesh);
            return(Object);
        }
Exemple #18
0
        // read object
        /// <summary>Loads a Loksim3D object from a file.</summary>
        /// <param name="FileName">The text file to load the animated object from. Must be an absolute file name.</param>
        /// <param name="Encoding">The encoding the file is saved in. If the file uses a byte order mark, the encoding indicated by the byte order mark is used and the Encoding parameter is ignored.</param>
        /// <param name="LoadMode">The texture load mode.</param>
        /// <param name="ForceTextureRepeatX">Whether to force TextureWrapMode.Repeat for the X-axis</param>
        /// /// <param name="ForceTextureRepeatY">Whether to force TextureWrapMode.Repeat for the Y-axis</param>
        /// <returns>The object loaded.</returns>
        internal static ObjectManager.StaticObject ReadObject(string FileName, System.Text.Encoding Encoding,ObjectManager.ObjectLoadMode LoadMode, bool ForceTextureRepeatX, bool ForceTextureRepeatY, double RotationX, double RotationY, double RotationZ)
        {
            XmlDocument currentXML = new XmlDocument();
            //May need to be changed to use de-DE
            System.Globalization.CultureInfo Culture = System.Globalization.CultureInfo.InvariantCulture;
            //Initialise the object
            ObjectManager.StaticObject Object = new ObjectManager.StaticObject();
			Object.Mesh.Faces = new World.MeshFace[] { };
			Object.Mesh.Materials = new World.MeshMaterial[] { };
			Object.Mesh.Vertices = new World.Vertex[] { };
            MeshBuilder Builder = new MeshBuilder();
			World.Vector3Df[] Normals = new World.Vector3Df[4];
            bool PropertiesFound = false;

            World.Vertex[] tempVertices = new World.Vertex[0];
            World.Vector3Df[] tempNormals = new World.Vector3Df[0];
            World.ColorRGB transparentColor = new World.ColorRGB();
            string tday = null;
            string tnight = null;
            bool TransparencyUsed = false;
            bool Face2 = false;
            int TextureWidth = 0;
            int TextureHeight = 0;
            if (File.Exists(FileName))
            {
                currentXML.Load(FileName);
            }
            else
            {
                return null;
            }
            //Check for null
            if (currentXML.DocumentElement != null)
            {
                XmlNodeList DocumentNodes = currentXML.DocumentElement.SelectNodes("/OBJECT");
                //Check this file actually contains Loksim3D object nodes
                if (DocumentNodes != null)
                {
                    foreach (XmlNode outerNode in DocumentNodes)
                    {
                        if (outerNode.HasChildNodes)
                        {
                            foreach (XmlNode node in outerNode.ChildNodes)
                            {
                                //I think there should only be one properties node??
                                //Need better format documentation
                                if (node.Name == "Props" && PropertiesFound == false)
                                {
                                    if (node.Attributes != null)
                                    {
                                        //Our node has child nodes, therefore this properties node should be valid
                                        //Needs better validation
                                        PropertiesFound = true;
                                        foreach (XmlAttribute attribute in node.Attributes)
                                        {
                                            switch (attribute.Name)
                                            {
                                                //Sets the texture
                                                //Loksim3D objects only support daytime textures
                                                case "Texture":
                                                    tday = OpenBveApi.Path.CombineFile(System.IO.Path.GetDirectoryName(FileName), attribute.Value);
                                                    if (File.Exists(tday))
                                                    {
                                                        try
                                                        {
                                                            using (Bitmap TextureInformation = new Bitmap(tday))
                                                            {
                                                                TextureWidth = TextureInformation.Width;
                                                                TextureHeight = TextureInformation.Height;
                                                                Color color = TextureInformation.GetPixel(1, 1);
                                                                transparentColor = new World.ColorRGB((byte) color.R, (byte) color.G, (byte) color.B);
                                                            }
                                                        }
                                                        catch
                                                        {
                                                            Interface.AddMessage(Interface.MessageType.Error, true, "An error occured loading daytime texture " + tday + " in file " + FileName);
                                                            tday = null;
                                                        }
                                                    }
                                                    else
                                                    {
                                                        Interface.AddMessage(Interface.MessageType.Error, true, "DaytimeTexture " + tday + " could not be found in file " + FileName);
                                                    }
                                                    break;
                                                //Defines whether the texture uses transparency
                                                //May be omitted
                                                case "Transparent":
                                                    if (attribute.Value == "TRUE")
                                                    {
                                                        TransparencyUsed = true;
                                                    }
                                                    else
                                                    {
                                                        TransparencyUsed = false;
                                                    }
                                                    break;
                                                //Sets the transparency type
                                                case "TransparentTyp":
                                                    switch (attribute.Value)
                                                    {
                                                        case "0":
                                                            //Transparency is disabled
                                                            TransparencyUsed = false;
                                                            break;
                                                        case "1":
                                                            //Transparency is solid black
                                                            TransparencyUsed = true;
                                                            transparentColor = new World.ColorRGB(0,0,0);
                                                            break;
                                                        case "2":
                                                            //Transparency is the color at Pixel 1,1
                                                            TransparencyUsed = true;
                                                            break;
                                                        case "3":
                                                            //This is used when transparency is used with an alpha bitmap
                                                            //Not currently supported
                                                            TransparencyUsed = false;
                                                            break;
                                                    }
                                                    break;
                                                //Sets whether the rears of the faces are to be drawn
                                                case "Drawrueckseiten":
                                                    Face2 = true;
                                                    break;

                                                /*
                                         * MISSING PROPERTIES:
                                         * AutoRotate - Rotate with tracks?? LS3D presumably uses a 3D world system.
                                         * Beleuchtet- Translates as illuminated. Presume something to do with lighting? - What emissive color?
                                         * FileAuthor
                                         * FileInfo
                                         * FilePicture
                                         */
                                            }
                                        }
                                    }
                                }
                                //The point command is eqivilant to a vertex
                                else if (node.Name == "Point" && node.HasChildNodes)
                                {
                                    foreach (XmlNode childNode in node.ChildNodes)
                                    {
                                        if (childNode.Name == "Props" && childNode.Attributes != null)
                                        {
                                            //Vertex
                                            double vx = 0.0, vy = 0.0, vz = 0.0;
                                            //Normals
                                            double nx = 0.0, ny = 0.0, nz = 0.0;
                                            foreach (XmlAttribute attribute in childNode.Attributes)
                                            {
                                                switch (attribute.Name)
                                                {
                                                    //Sets the vertex normals
                                                    case "Normal":
                                                        string[] NormalPoints = attribute.Value.Split(';');
                                                        double.TryParse(NormalPoints[0], out nx);
                                                        double.TryParse(NormalPoints[1], out ny);
                                                        double.TryParse(NormalPoints[2], out nz);
                                                        break;
                                                    //Sets the vertex 3D co-ordinates
                                                    case "Vekt":
                                                        string[] VertexPoints = attribute.Value.Split(';');
                                                        double.TryParse(VertexPoints[0], out vx);
                                                        double.TryParse(VertexPoints[1], out vy);
                                                        double.TryParse(VertexPoints[2], out vz);
                                                        break;
                                                }
                                            }
                                            World.Normalize(ref nx, ref ny, ref nz);

                                            {
                                                //Resize temp arrays
                                                Array.Resize<World.Vertex>(ref tempVertices, tempVertices.Length + 1);
                                                Array.Resize<World.Vector3Df>(ref tempNormals, tempNormals.Length + 1);
                                                //Add vertex and normals to temp array
                                                tempVertices[tempVertices.Length - 1].Coordinates = new World.Vector3D(vx, vy, vz);
                                                tempNormals[tempNormals.Length - 1] = new World.Vector3Df((float)nx, (float)ny, (float)nz);
                                            }

                                            Array.Resize<World.Vertex>(ref Builder.Vertices, Builder.Vertices.Length + 1);
                                            while (Builder.Vertices.Length >= Normals.Length)
                                            {
                                                Array.Resize<World.Vector3Df>(ref Normals, Normals.Length << 1);
                                            }
                                            Builder.Vertices[Builder.Vertices.Length - 1].Coordinates = new World.Vector3D(vx, vy, vz);
                                            Normals[Builder.Vertices.Length - 1] = new World.Vector3Df((float) nx, (float) ny, (float) nz);
                                        }
                                    }
                                }
                                //The Flaeche command creates a face
                                else if (node.Name == "Flaeche" && node.HasChildNodes)
                                {
                                    foreach (XmlNode childNode in node.ChildNodes)
                                    {
                                        if (childNode.Name == "Props" && childNode.Attributes != null)
                                        {
                                            //Defines the verticies in this face
                                            //**NOTE**: A vertex may appear in multiple faces with different texture co-ordinates
                                            if (childNode.Attributes["Points"] != null)
                                            {
                                                string[] Verticies = childNode.Attributes["Points"].Value.Split(';');
                                                int f = Builder.Faces.Length;
                                                //Add 1 to the length of the face array
                                                Array.Resize<World.MeshFace>(ref Builder.Faces, f + 1);
                                                Builder.Faces[f] = new World.MeshFace();
                                                //Create the vertex array for the face
                                                Builder.Faces[f].Vertices = new World.MeshFaceVertex[Verticies.Length];
                                                while (Builder.Vertices.Length > Normals.Length)
                                                {
                                                    Array.Resize<World.Vector3Df>(ref Normals,
                                                        Normals.Length << 1);
                                                }
                                                //Run through the vertices list and grab from the temp array
                                                for (int j = 0; j < Verticies.Length; j++)
                                                {
                                                    //This is the position of the vertex in the temp array
                                                    int currentVertex;
                                                    int.TryParse(Verticies[j], out currentVertex);
                                                    //Add one to the actual vertex array
                                                    Array.Resize<World.Vertex>(ref Builder.Vertices, Builder.Vertices.Length + 1);
                                                    //Set coordinates
                                                    Builder.Vertices[Builder.Vertices.Length - 1].Coordinates = tempVertices[currentVertex].Coordinates;
                                                    //Set the vertex index
                                                    Builder.Faces[f].Vertices[j].Index = (ushort)(Builder.Vertices.Length - 1);
                                                    //Set the normals
                                                    Builder.Faces[f].Vertices[j].Normal = tempNormals[currentVertex];
                                                    //Now deal with the texture
                                                    //Texture mapping points are in pixels X,Y and are relative to the face in question rather than the vertex
                                                    if (childNode.Attributes["Texture"] != null)
                                                    {
                                                        string[] TextureCoords = childNode.Attributes["Texture"].Value.Split(';');
                                                        World.Vector2Df currentCoords;
                                                        float OpenBVEWidth;
                                                        float OpenBVEHeight;
                                                        string[] splitCoords = TextureCoords[j].Split(',');
                                                        float.TryParse(splitCoords[0], out OpenBVEWidth);
                                                        float.TryParse(splitCoords[1], out OpenBVEHeight);
                                                        if (TextureWidth != 0 && TextureHeight != 0)
                                                        {
                                                            currentCoords.X = (OpenBVEWidth / TextureWidth);
                                                            currentCoords.Y = (OpenBVEHeight / TextureHeight);
                                                        }
                                                        else
                                                        {
                                                            currentCoords.X = 0;
                                                            currentCoords.Y = 0;
                                                        }
                                                        Builder.Vertices[Builder.Vertices.Length - 1].TextureCoordinates = currentCoords;
                                                    }
                                                    if (Face2)
                                                    {
                                                        Builder.Faces[f].Flags = (byte) World.MeshFace.Face2Mask;
                                                    }
                                                }
                                            }

                                        }
                                    }
                                }

                            }
                        }
                    }
                }
                
                //Apply rotation
                /*
                 * NOTES:
                 * No rotation order is specified
                 * The rotation string in a .l3dgrp file is ordered Y, X, Z    ??? Can't find a good reason for this ???
                 * Rotations must still be performed in X,Y,Z order to produce correct results
                 */

                if (RotationX != 0.0)
                {
                    //This is actually the Y-Axis rotation
                    //Convert to radians
                    RotationX *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 0, 1, 0, RotationX);
                }
                if (RotationY != 0.0)
                {
                    //This is actually the X-Axis rotation
                    //Convert to radians
                    RotationY *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 1, 0, 0, RotationY);
                }
                if (RotationZ != 0.0)
                {
                    //Convert to radians
                    RotationZ *= 0.0174532925199433;
                    //Apply rotation
                    ApplyRotation(Builder, 0, 0, 1, RotationZ);
                }
                
                //These files appear to only have one texture defined
                //Therefore import later- May have to change
                if (File.Exists(tday))
                {
                    for (int j = 0; j < Builder.Materials.Length; j++)
                    {
                        Builder.Materials[j].DaytimeTexture = tday;
                        Builder.Materials[j].NighttimeTexture = tnight;
                    }
                }
                if (TransparencyUsed == true)
                {
                    for (int j = 0; j < Builder.Materials.Length; j++)
                    {
                        Builder.Materials[j].TransparentColor = transparentColor;
                        Builder.Materials[j].TransparentColorUsed = true;
                    }
                }
                 
            }
            ApplyMeshBuilder(ref Object, Builder, LoadMode, ForceTextureRepeatX, ForceTextureRepeatY);
            World.CreateNormals(ref Object.Mesh);
            return Object;
        }
        internal static int RegisterTexture(string FileName, World.ColorRGB TransparentColor, byte TransparentColorUsed, TextureLoadMode LoadMode, TextureWrapMode WrapModeX, TextureWrapMode WrapModeY, bool DontAllowUnload, int ClipLeft, int ClipTop, int ClipWidth, int ClipHeight)
        {
            if (FileName == null)
            {
                //Need to find out why the object parser sometimes decides to pass a null filename, but this works around it
                return(-1);
            }

            int i = FindTexture(FileName, TransparentColor, TransparentColorUsed, LoadMode, WrapModeX, WrapModeY, ClipLeft, ClipTop, ClipWidth, ClipHeight);

            if (i >= 0)
            {
                return(i);
            }
            else
            {
                i           = GetFreeTexture();
                Textures[i] = new Texture
                {
                    Queried              = false,
                    Loaded               = false,
                    FileName             = FileName,
                    TransparentColor     = TransparentColor,
                    TransparentColorUsed = TransparentColorUsed,
                    LoadMode             = LoadMode,
                    WrapModeX            = WrapModeX,
                    WrapModeY            = WrapModeY,
                    ClipLeft             = ClipLeft,
                    ClipTop              = ClipTop,
                    ClipWidth            = ClipWidth,
                    ClipHeight           = ClipHeight,
                    DontAllowUnload      = DontAllowUnload,
                    LoadImmediately      = false,
                    OpenGlTextureIndex   = 0
                };
                bool alpha = false;
                switch (System.IO.Path.GetExtension(Textures[i].FileName).ToLowerInvariant())
                {
                case ".gif":
                case ".png":
                    alpha = true;
                    Textures[i].LoadImmediately = true;
                    break;
                }
                if (alpha)
                {
                    Textures[i].Transparency = TextureTransparencyMode.Alpha;
                }
                else if (TransparentColorUsed != 0)
                {
                    Textures[i].Transparency = TextureTransparencyMode.TransparentColor;
                }
                else
                {
                    Textures[i].Transparency = TextureTransparencyMode.None;
                }
                Textures[i].IsRGBA = Textures[i].Transparency != TextureTransparencyMode.None | LoadMode != TextureLoadMode.Normal;
                //Check that our image is a valid power of two
                int tw, th;
                GetImageDimensions(FileName, out tw, out th);
                int w = Interface.RoundToPowerOfTwo(tw);
                int h = Interface.RoundToPowerOfTwo(th);
                if (w != tw)
                {
                    Interface.AddMessage(Interface.MessageType.Information, false, "The Texture: " + FileName + " has a width of " + tw + " . This is not a valid power of two.");
                }
                if (h != th)
                {
                    Interface.AddMessage(Interface.MessageType.Information, false, "The Texture: " + FileName + " has a height of " + th + " . This is not a valid power of two.");
                }
                return(i);
            }
        }